5
--inspect = require 'inspect'
18
require 'fairyactivator'
11
24
GameView = View:extend {
12
25
onNew = function (self)
13
bg = Tile:new{image = 'data/forest1-bg.png'}
14
fg = Tile:new{image = 'data/forest1-fg.png'}
15
the.player = Player:new{x = 196, y = 350}
20
--self:loadLayers('data/map.lua')
26
--print('loading level: '..self.level)
27
if not levels[self.level] then
28
error('no such level: '..self.level)
30
for _, obj in ipairs(levels[self.level].objects()) do
32
--if obj.gateup then print('ADDING GATEUP') end
34
for _, obj in ipairs(svg_objects[self.level]) do
35
if not the.inventory.items[obj.name] then
38
if obj.name == 'flag' then
43
--self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
45
self:add(the.inventory)
21
49
--self.focus = the.player
22
50
--self:clampTo(self.map)
24
52
draw = function (self, x, y)
25
53
View.draw(self, x, y)
26
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
27
love.graphics.print('version:' .. VERSION, 20, 570)
54
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
55
--love.graphics.print('version:' .. VERSION, 20, 570)
57
onUpdate = function (self, dt)
31
61
the.app = App:new {
62
level = 'shore', --default level
32
63
onRun = function (self)
33
self.view = GameView:new()
64
print('Version: ' .. VERSION)
65
self.view = GameView:new{level = self.level}
35
67
self.console:watch('VERSION', 'VERSION')
36
68
self.console:watch('updateTook', 'the.updateTook')
69
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
70
self.console:watch('view.tween.active', 'the.app.view.tween.active')
37
71
--self.console:watch('drawTook', 'the.drawTook')
73
-- back off that dark overlay a bit
74
self.console.fill.fill[4] = 75
77
--the.inventory:add(Flag:new())
78
--the.inventory:add(Fish:new())
40
80
onUpdate = function (self, dt)
41
81
if the.keys:justPressed('escape') then